using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

using AimGameLibrary;
using AimGameLibrary.ScreenManager;
using AimGameLibrary.Networking;
using AimGameLibrary.AimGame.GameScreens;

namespace NetworkStateManagement
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        ScreenManagers screenManager;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            SettingEditorData tempscript = Script.GetSettingFile();

            if (tempscript != null)
            {
                graphics.PreferredBackBufferWidth = tempscript.Resolution.X;
                graphics.PreferredBackBufferHeight = tempscript.Resolution.Y;
                // 853 x 480
                screenManager = new ScreenManagers(this);
                Components.Add(screenManager);

                screenManager.AddScreen(new AimGameScreen(null), null);
            }

            //graphics.PreferredBackBufferWidth = 1067;
            //graphics.PreferredBackBufferHeight = 600;

            //// Create components.
            //screenManager = new ScreenManagers(this);

            //Components.Add(screenManager);
            //Components.Add(new MessageDisplayComponent(this));
            //Components.Add(new GamerServicesComponent(this));

            //// Activate the first screens.
            //screenManager.AddScreen(new BackgroundScreen(), null);
            //screenManager.AddScreen(new MainMenuScreen(), null);

            //// Listen for invite notification events.
            //NetworkSession.InviteAccepted += (sender, e)
            //    => NetworkSessionComponent.InviteAccepted(screenManager, e);

        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            //spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            //if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            //    this.Exit();

            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
        


    }
}
